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Quackra

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Posts posted by Quackra

  1. Just to make a follow-up to the posts on here with some more info on exact changes I have done so far I will go into Chapter 1 including the characters themselves:

    Eirika:

    Bases (Subject to change)
    16 HP
    4 Str
    8 Skl
    9 Spd
    5 Luk
    3 Def
    1 Res
    5 Con
    5 Mov

    Growths (400 Points)
    80 HP
    45 Str
    69 Skl
    69 Spd
    69 Luk
    34 Def
    34 Res

    Bases are subject to change for her only because she my need extra help to be much more viable in Maniac mode with the increased stats including the increased caps which Eirika may not reach on any stats in general which may harm her too much. Her Growths likely will stay like this though as it keeps her in line with how she plays in FE8 normally and I don't think changing her use cases fits here honestly.

    Stat Caps

    Lord
    60 HP
    25 Str
    26 Skl
    28 Spd
    45 Luk
    25 Def
    25 Res

    Great Lord
    80 HP
    40 Str
    42 Skl
    44 Spd
    45 Luk
    40 Def
    40 Res

    Seth:

    Bases

    30 HP
    14 Str
    13 Skl
    12 Spd
    13 Luk
    11 Def
    8 Res
    9 Con
    7 Mov

    Growths (325 Points)

    90 HP
    50 Str
    45 Skl
    45 Spd
    25 Luk
    40 Def
    30 Res

    Now you're probably wondering that these seem awfully familiar and that is because Seth is unchanged by his bases and growths outside of the con and move and that is because they are the exact same, Seth only has worse con and move because of being a Cavalier at base in Maniac Mode and therefore is overall going to stay good because of this. Though this does mean that Seth gets to benefit from more levels quicker to stay strong so this will help him be more relevant into the late game for Maniac Mode even if it is at the cost of a Knight Crest.

    Stat Caps

    Cavalier

    60 HP
    26 Str
    25 Skl
    25 Spd
    45 Luk
    26 Def
    26 Res

    Paladin

    80 HP
    42 Str
    40 Skl
    40 Spd
    45 Luk
    45 Def
    42 Res

    Great Knight

    80 HP
    48 Str
    34 Skl
    37 Spd
    45 Luk
    48 Def
    30 Res

    Now I will be updating promotion bonuses as well so that more class options are considered. I will be posting some later to let everyone put their thoughts out about each one. Great Knight will be getting increased move by 1 as a buff to the class itself as it is a net negative in a lot of ways in FE8 normally. Weapon Ranks may stay unchanged if I think the weapon ranks are fine between all of the classes.

    Chapter 1
     
    O'Neill

    Now gets to work with a lot of extra level ups as he is now set to class dependent Auto Leveling in the unit placement, and all bosses will follow this.

    Additional Enemies:
    2 Lvl 2 Fighters with Iron Axes both are set to have class dependent Auto Levels unlike to initial 2 that will be unchanged.

    O'Neill has been moved back, but otherwise his AI is unchanged and equipment is unchanged.

  2. Just to mention this before it gets asked, bases of units have been changed already to match their best version or in the case of Tana have even higher bases than either version of FE8.

     

    I will be changing bases further on a case by case basis, and if a unit averages out too good I may drop either their bases or growths from what they would be.

     

    The reason I am balancing down than up is to try to make a more interesting set of strategies with each unit. Though caps will only be modified further after they are done if a unit or enemy ends up too strong.

  3. Hello everyone, Quackra here (I recently changed my username from Yur4 for those of you who may be thinking that this rom hack is being done by a new person)
    It has been a while and I will offer an explanation to what all happened.

    It has been years since my last post about this so I will start with the things in order:

    I temporarily left the community for mental health reasons as the stuff going on in 2020 with both the Fire Emblem & Smash Communities had effected me in ways that I personally could have avoid in some capacity by not being too attached to creators in ways that were negative. This wasn't the whole thing with my mental health declining, as there were also family issues that I won't get into as I don't need people to feel sorry about these things as I am doing largely better than even before I started making this.

    The next thing is while I can finish using the rom on here from when I initially started I don't want to use that one as there is a better way to set up the difficulty in my opinion than I was doing before. Now the first sentence sounds exactly how it is as the pc that had the original rom for maniac mode was on no longer works as the hard drive no longer works and so it is lost unfortunately.

    Because of those two things happening so close together it led to a lack of motivation to complete the rom hack at the time, but I feel I can do it now.

    I would also move a couple of times after all of this which would give me little time to work on it so it more or less lingered from there and now that I have had time to clear my thoughts of bad things from the past in some capacity I came back to this finally and have been working on a few concepts of how to tackle this project as if it is a new one.

    Here are my current plans for the difficulty hack now:

    I will be restarting from the beginning as I believe I can do better than what I did in the past. Though because I feel using this to further increase the difficulty I will be using Mekkah's Lunatic Mode rom to set up a more diverse strategy to playing maniac mode as the route split is done in a way that makes gameplay way more interesting.

    Growth reductions will be cut outside of a select few cases on specific stats, I will post them later as a spoiler with the rom (This hasn't been done yet)

    Enemy Growths will be further increased from Lunatic mode by 40% this will be multiplied into all stats instead of just defense (This hasn't been done yet)

    Hard Mode bonuses have been increased to 5 across all chapters

    All units start at a base class at level 1 with the exception of trainees who still start as trainess (They still keep their bases from when they are promoted)

    All units that don't have promoted bases or aren't Myrrh will receive an overall increase to growths that being 400 points spread across all growths (This hasn't been done yet)

    All units that have promoted bases will receive 325 Points with the same idea for spreading their growths (This hasn't been done yet) (Trainees may get this growth Point spread I will let you all know if this does happen)

    Myrrh may keep her growths the exact same, but I may increase some if I find they are not good enough

    All classes will have their caps modified to match a class from Awakening. Super Trainees will be more useful as well. (Mostly done already)

    Equipment will be modified, but I won't ruin equipment if I see it is bad already or make it insanely broken if I buff something

    I will mention other stuff later when I have a more concrete release for this.

  4. On 3/25/2020 at 8:06 PM, The Black Pot said:

    Is there a reason you chose to increase difficulty by nerfing player unit stats instead of buffing enemies, which were approproately identified in the post you linked as the cause of the game's ease? Especially since you yourself fail to describe anything remotely positive about any of them other than Seth, who really doesn't need further cementing as the best character in Sacred Stones. Weaker characters can be compensated by grinding, funneling stat boosters, or using better weapons, the game's already beatable with 0% growths.

    Granted, this is all a hot take, without checking any changes you may have made to enemies, weapons, or formations.

    Sorry for the late response since I hadn't logged in a while. I actually nerfed the player and buffed the enemy, including equipment. I am testing the chapters to make sure this isn't impossible. I honestly just thought I should make the game harder in almost every possible way not that just buffing the enemies would be all that is needed. Honestly those were my opinions with how things were at the time. I honestly would say I was a bit harsh about Erika when I initially wrote that. She can be used in the early game easily it is just if she faces a lance unit besides an early game soldier she will either die or be at really low hp. After a few rounds of testing within the early game I would say she is overall at least 2/5 if not 3/5. I think other units are better it is just the early game has some good units just not many from the prologue to chapter 3. I would say Artur and Lute really help the most besides Seth. Colm will be more useful than Vanilla Sacred Stones so I would use him just as a little hint. I still need to get one route balanced if you are wondering.

  5. I will mention right now that I have changed chapter 2 to make it easier to get Garcia because it was heavily luck based before; I will say how in the patch notes for the next set of patch notes.

  6. I just want to say I am finally back. I know it has been well over a year since I said anything and I just want to say right now I will be focusing on finishing the hack including re-balancing chapters on Ephraim's route and any chapters before the route split as soon as I can. Then I will finish the re-balancing on Erika's once I am done with that I will post the patches after I finish each route. I will leave patch notes to reference what I have done after I get the patch up.

  7. 20 hours ago, SamP832 said:

    why did they choose dorcas though? he's such a normal benign dude, isn't there a guy who actually was poisoned? was it Lyns uncle?

    It was Lyn's Grandfather. Though I don't know why they chose Dorcas.

  8. I just wanted to give my own rating for some of the units so far based on how things have been going in Maniac Mode.

    Erika

    1/5

    She has Eliwood Syndrome except she can double at first but she really can't do much without her needing to be overleveled to contribute. She dies really easily even against enemies she has weapon triangle against. She also after the first few chapters won't do much damage in general. She also can't even one round enemies in the first chapter. She will die if she gets hit more than once by pretty much everything in the early game. Overall just a bad unit.

    Seth

    5/5

    He will carry you through the early game. However, there are a few things that the player can do that can cause him to die. If one of these is done, like using a silver lance on the prologue, then you have messed up. Though most cases he shouldn't have trouble kill most enemies. Though by chapter 5 he may have a couple of issues. Otherwise, he is a really useful unit.

    Franz

    3/5

    Originally I would have given him 2/5 because of the issues he obviously has, but I feel he is better that most units in the game. While he does have some durability issues, he makes up for it with a decent ability to double and do decent damage. He doesn't struggle to hit or dodge but don't take that too far as he won't always be good enough at it. He can be used to rescue units but he is better off picking of other enemy units. He is serviceable unlike quite a few of the cast members.

    Gilliam

    2/5

    Gilliam is useful for the first few chapters but he quickly drops off as he can't really take as much hits as he could in normal FE8. Though in the early game he can be used to wall out some enemies to make things a bit easier. He will never double. He doesn't double Soldiers even which are still kind of slow. He struggles to hit quite a few enemies after he joins. He also will hold up your units if you try to make him keep up without rescuing him.

    Vanessa

     2/5

    Vanessa isn't that good. She will stop doing any real damage quicker that Erika. She is really frail and is really only a good rescue bot. She also doubles consistently and can hit things, but she really can't do much. Overall a pretty bad unit.

    Moulder

    3/5

    He is your first healer and one of the only ones worth using. He starts off at level three which will help him promote easier. He is also a little bit frail in general. He is serviceable for what he is.

    Ross

    1/5

    Ross has nothing going for him. He gets doubled, dies to most, if not all, enemies in two hits, and struggles to dodge. He can only really hit things. He also is only a trainee so it isn't worth using him.

  9. 5 hours ago, Dinar87 said:

    I think in terms of writing and story, it goes...

    Fire emblem path of radiance > every story ever written > other fire emblem games >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>fates

    I think you are stretching the truth with how good path of radiance's story because we halo that has mostly good writing that makes path of radiance look only decent and we also have other games like The Witcher(Only that I have heard) and Undertale.

  10. I started this a while ago. I just wanted to make this post here for those who haven't seen the first post about this. I will link the first post as I just wanted info on Ephraim's Route so I knew what exactly to do to make it at least make it harder in the right way. The link will also give access to the original version.

    https://serenesforest.net/forums/index.php?/topic/85337-what-makes-ephraims-route-easy-in-fe8-fe8-maniac-mode/ < Link to original post.

    If you want to see the changes between patch 1.1 and the Original that I have done I will keep it in a spoiler area. There were some chapters I have done on Ephraim's route that are now done. The chapters have not been test yet so they may be changed as needed.

    Spoiler

    Chapter 5:

    Fixed issue with Saar being unable to use his 1-2 ranged weapon.

    Chapter 6:

    Made the map slightly easier by decreasing the level of every enemy by 1.

    Moved the Bael back a few squares to make it easier to save the green units and not make it luck based on getting to them if done correctly.

    Chapter 8:

    Fixed Fighter reinforcements weaponry to be equipment that is usable at their current weapon rank.

     

    If you want to see changes to the characters I will leave them in the spoiler area below.(Info on route split is not in here yet).

    Spoiler

    Erika:

    Bases HP: 14 Str: 4 Skl: 7 Spd: 8 Luck: 5 Def: 3 Res: 1

    Growths: HP: 56 Str: 32 Skl: 48 Spd: 48 Luck: 48 Def: 24 Res: 24

    Seth:

    Bases: HP: 27 Str: 12 Skl: 12 Spd: 11 Luck: 12 Def: 10 Res: 8

    Growths: HP: 72 Str: 40 Skl: 36 Spd: 36 Luck: 20 Def: 32 Res: 24

    Gilliam:

    Bases: HP: 23 Str: 9 Skl: 6 Spd: 3 Luck: 3 Def: 8 Res: 3

    Growths: HP: 72 Str: 36 Skl: 28 Spd: 24 Luck: 24 Def 44 Res: 16

    Franz:

    Bases: HP: 18 Str: 7 Skl: 5 Spd: 7 Luck: 2 Def: 5 Res: 1

    Growths: HP: 64 Str: 32 Skl: 32 Spd: 40 Luck: 32 Def: 20 Res: 16

    Moulder:

    Bases: HP: 19 Mag: 4 Skl: 6 Spd: 8 Luck: 1 Def: 2 Res: 5

    Growths: HP: 56 Mag: 32 Skl: 40 Spd: 32 Luck: 16 Def: 20 Res: 20

    Vanessa:

    Bases: HP: 16 Str: 5 Skl: 7 Spd: 10 Luck: 4 Def: 6 Res: 5

    Growths: HP: 40 Str: 28 Skl: 44 Spd: 48 Luck: 40 Def: 16 Res: 24

    Ross:

    Bases: HP: 14 Str: 5 Skl: 2 Spd: 3 Luck: 7 Def: 3 Res: 0

    Growths: HP: 56 Str: 40 Skl: 28 Spd 24 Luck: 32 Def: 20 Res: 16

    Garcia:

    Bases: HP: 25 Str: 8 Skl: 7 Spd: 7 Luck: 3 Def: 5 Res: 1

    Growths: HP: 64 Str: 52 Skl: 32 Spd: 16 Luck: 32 Def: 20 Res: 12

    Neimi:

    Bases: HP: 16 Str: 4 Skl: 5 Spd: 6 Luck: 4 Def: 3 Res: 2

    Growths: HP: 44 Str: 36 Skl: 40 Spd: 48 Luck: 40 Def: 12 Res: 28

    Colm:

    Bases: HP: 17 Str: 4 Skl: 4 Spd: 9 Luck: 7 Def: 3 Res: 1

    Growths: HP: 60 Str: 32 Skl: 32 Spd: 52 Luck: 36 Def: 20 Res: 16

    Artur:

    Bases: HP: 18 Mag: 6 Skl: 6 Spd: 7 Luck: 2 Def: 2 Res: 6

    Growths: HP: 44 Mag: 40 Skl: 40 Spd: 32 Luck: 20 Def: 12 Res: 44

    Lute:

    Bases: HP: 17 Mag: 6 Skl: 6 Spd: 7 Luck: 7 Def: 3 Res: 5

    Growths: HP: 36 Mag: 52 Skl: 24 Spd: 36 Luck: 36 Def: 12 Res: 32

    Natasha:

    Bases: HP: 17 Mag: 2 Skl: 4 Spd: 7 Luck: 5 Def: 2 Res: 5

    Growths: HP: 40 Mag: 48 Skl: 20 Spd: 32 Luck: 48 Def: 12 Res: 44

    Joshua:

    Bases: HP: 22 Str: 8 Skl: 12 Spd: 13 Luck: 6 Def: 5 Res: 2

    Growths: HP: 64 Str: 28 Skl: 44 Spd: 44 Luck: 24 Def: 16 Res: 16

    Ephraim:

    Bases: HP: 19 Str: 6 Skl: 7 Spd: 8 Luck: 7 Def: 4 Res: 3

    Growths: HP 64 Str: 44 Skl: 44 Spd: 36 Luck: 40 Def: 28 Res: 20

    Forde:

    Bases: HP: 22 Str: 7 Skl: 7 Spd: 8 Luck: 6 Def: 7 Res: 2

    Growths: HP: 68 Str: 32 Skl: 40 Spd: 36 Luck 28 Def: 16 Res: 20

    Kyle:

    Bases: HP: 23 Str: 9 Skl: 7 Spd: 7 Luck: 5 Def: 8 Res: 1

    Amelia:

    Bases: HP: 15 Str: 4 Skl: 3 Spd: 4 Luck: 5 Def: 2 Res: 3

    Growths: HP: 48 Str: 28 Skl: 32 Spd: 32 Luck: 40 Def: 24 Res: 12

    Innes:

    Bases: HP: 28 Str: 12 Skl: 11 Sod: 14 Luck: 13 Def: 10 Res: 8

    Growths: HP: 60 Str: 32 Skl: 32 Spd: 36 Luck 36 Def: 16 Res: 20

    Gerik:

    Bases: HP: 30 Str: 13 Skl: 12 Spd: 12 Luck: 7 Def: 9 Res: 4

    Growths: HP: 72 Str: 36 Skl: 32 Spd: 24 Luck: 24 Def: 28 Res: 20

    Tethys:

    Bases: HP: 18 Str: 1 Skl: 2 Spd: 12 Luck: 9 Def: 5 Res: 4

    Growths HP: 68 Str: 4 Skl: 8 Spd: 56 Luck: 64 Def: 24 Res: 60

    Marisa:

    Bases: HP: 21 Str: 7 Skl: 11 Spd: 12 Luck: 8 Def: 4 Res: 3

    Growths: HP: 60 Str: 24 Skl: 44 Spd: 48 Luck: 40 Def: 12 Res: 20

    L'Arachel:

    Bases: HP: 17 Mag: 6 Skl: 6 Spd: 9 Luck: 11 Def: 5 Res: 8

    Growths: HP: 36 Mag: 40 Skl: 36 Spd: 36 Luck: 52 Def: 12 Res: 40

    Dozla:

    Bases: HP: 39 Str: 14 Skl: 10 Spd: 8 Luck: 4 Def: 10 Res: 5

    Growths: HP: 68 Str: 40 Skl: 28 Spd: 32 Luck: 24 Def: 24 Res: 20

    Saleh: (I don't have bases for Ephraim's Route yet)

    Erika's Route Bases: HP: 27 Mag: 15 Skl: 17 Spd: 13 Luck: 10 Def: 8 Res: 12

    Ephraim's Route:

    Growths: HP 40 Mag: 24 Skl: 20 Spd: 32 Luck: 32 Def: 24 Res: 28

    Ewan:

    Bases: HP: 14 Mag: 3 Skl: 2 Spd: 5 Luck: 5 Def: 0 Res: 3

    Growths: HP: 40 Mag: 36 Skl: 32 Spd: 28 Luck: 40 Def: 12 Res: 32

    Cormag: (Don't have bases on Erika's Route)

    Erika's Route Bases:

    Ephraim's Route: HP: 27 Str: 12 Skl: 8 Spd: 10 Luck: 4 Def: 11 Res: 2

    Growths: HP: 68 Str: 44 Skl: 32 Spd: 36 Luck: 28 Def: 20 Res: 12

    Rennac:

    Bases: HP: 26 Str: 9 Skl: 15 Spd: 15 Luck: 5 Def: 8 Res: 10

    Growths: HP: 52 Str: 20 Skl: 36 Spd: 48 Luck: 20 Def: 20 Res: 24

    Dussel:

    Bases: HP: 39 Str: 15 Skl: 11 Spd: 10 Luck: 7 Def: 15 Res: 8

    Growths: HP: 68 Str: 44 Skl: 32 Spd: 24 Luck: 16 Def: 36 Res: 24

    Knoll:

    Bases: HP: 20 Mag: 11 Skl: 8 Spd: 7 Luck: 0 Def: 2 Res: 9

    Growths: HP: 56 Mag: 40 Skl: 32 Spd: 28 Luck: 16 Def: 8 Res: 36

    Myrrh:

    Bases: HP: 14 Str: 3 Skl: 1 Spd: 5 Luck 3 Def: 2 Res: 7

    Growth Rates: HP: 104 Str: 72 Skl: 68 Spd: 52 Luck: 24 Def: 120 Res: 24

    Syrene:

    Bases: HP: 24 Str: 10 Skl: 11 Spd: 13 Luck: 11 Def: 10 Res: 11

    Growths: HP: 56 Str: 32 Skl: 40 Spd: 48 Luck: 24 Def: 16 Res: 40

    I plan to finish Ephraim's route before the end of this month but that could change if I can't finish it from other issues that me or anyone else finds.

    Fire Emblem - The Sacred Stones Maniac Mode V1.1.ups

    I just wanted to put out the new patch real quick with some notes on the changes I have made.

    Fire Emblem - the Sacred Stones Maniac Mode V1.2.ups

    The changes are in the spoiler below. Ephraim's Route has been updated to chapter 19 but is not balanced yet as well as Erika's route not being fully balanced yet. I may have more balance changes done fairly soon.

    Spoiler

    Chapter 9: Distant Blade

    Decrease the level of most non-reinforcement units by 1 with some exceptions(exceptions being, the mrymidon had its level decreased by 3, most soldiers got their level decreased by 2 or 4, the archers [excluding the sniper] got their level decreased by 3, and the sniper did not change in level.) This chapter may still need some balance changes I just made sure to do this because of a few issues where it would be luck based on getting villages.

    Chapter 9: Fort Rigwald

    All Maniac mode only units got their level decreased by 1 except for the mage with bolting which had its level decreased by 2.

    Thief reinforcements had equipment changed due to lack of weapon proficiency and have been delayed so it is possible to get the loot from the chests without them escaping.

    This chapter should be balanced now it will just be hard to play quickly in this.

    Sorry that this was a day late, I am putting this out now since I committed to getting it out.

    Fire Emblem - the Sacred Stones Maniac Mode V1.3.ups

    There wasn't many changes besides chapters being changed for maniac up to both endgames now I will be rebalancing the rom from here on. Though I find it odd that if you change Chapter 21x on one side you do it to the other so if anyone manages to beat Erika's route that map will be the exact same.

  11. On 8/8/2016 at 10:13 AM, FE_Joshua said:

    UPDATE TIME BOYS: The first playable patch should be available around December or January (you'll have to bear with me on dates in a college student) However ive turned this into a pretty much solo project not because I feel my work is better but I feel the kind of stuff created by teams is inherently different than that created by an individual. Thag being said, I know nothing about custom tile sets so if anyone happens to be educated on the matter please PM me.

    Well I hope it turns out to go well for you. I am working on a solo project myself but it isn't the same idea as this.The project I have been doing is FE8 Maniac Mode and I will have a second patch coming out soon. I do need help testing it as I am one person and I will need input on what needs to be fixed if anything. Though if I may ask is it custom tile designs or just custom effects that you can make tiles have?

  12. On 11/3/2018 at 3:03 PM, InvdrZim13 said:

     

    Sales of copies of carts on Amazon/Ebay/etc don't support anyone but whoever put the ROM on the cart. The creators don't see a cent of that.

    That makes sense that people would do that as dumb as that is. Though I think there was a donation area that I saw when I went to download the Last Promise.

  13. On 11/1/2018 at 4:22 PM, Quaicyon said:

    Is there a way to aid funding for this and projects like it? Just bought TLP off of Amazon and lovin it so far. Can't wait for the sequel. Also looking for teams like this who are skilled with the programming and hacking to create my own story using the old FE games. Would fund the whole thing. Someone reach out and get back to me on this!! Por favor. 

    Did you really pay for the first one? These are still FE rom hacks. So it kind seems odd to pay for something that is should be free if you did. I could understand if it was made using RPG Maker, but if I remember correctly the first one wasn't. Though I am working a few projects at the moment but I don't expect two of them to be done anytime soon unlike FE8 Maniac Mode.

  14. I have been working a form of Maniac Mode for FE8 every so often and have gotten to just having to finish Ephraim's Route. Erika's Route is complete to the endgame. I haven't played Ephraim's Route, so this would help a lot. If you want to play what I do have you can now. I will be open to change some things if necessary and then finish other parts that I haven't.

    FE8 Maniac Mode.ups

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